HopelessSoap
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KSP2 Release Notes
Everything posted by HopelessSoap
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While patch 0.1.2.0 definitely brought a big improvement when it comes to clouds on AMD GPUs, they still seem to be lower resolution, fuzzier, and less defined than they are on NVIDIA GPUs, even on high settings. KSP Version: 0.1.2.0 (Build ID: 10943457) OS: Windows 10 CPU: AMD Ryzen 5 3600 (12) @ 3.600GHz GPU: AMD Radeon RX 6800 XT
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The terrain of Kerbin when in shadow appears much too bright when in flight (not on the map view). Eventually at a far enough distance from Kerbin the issue gets fixed, and the terrain appears normal, but returns when the vessel gets close again. The terrain on the light side seems to be fine, but that could be that the problem isn't very noticeable on the light side. I'll attach a screenshot later when I get the chance. There also seems to be too much ambient light on the vessel, but I'm pretty sure that is a separate issue. KSP Version: 0.1.1.0 (Build ID: 10752762) OS: Windows 10 CPU: AMD Ryzen 5 3600 (12) @ 3.600GHz GPU: AMD Radeon RX 6800 XT
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On Duna (and likely other bodies as well), most of the small terrain scatters render underground and are not visible. The two attached photos show the same location, one with the camera underground showing the amount of scatter, and the other image with the camera above ground showing how those scatters are underground and are obscured. KSP Version: 0.1.1.0 (Build ID: 10752762) OS: Windows 10 CPU: AMD Ryzen 5 3600 (12) @ 3.600GHz GPU: AMD Radeon RX 6800 XT
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Developer Insights #18 - Graphics of Early Access KSP2
HopelessSoap replied to Intercept Games's topic in Dev Diaries
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Developer Insights #18 - Graphics of Early Access KSP2
HopelessSoap replied to Intercept Games's topic in Dev Diaries
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The mun looking low resolution is unrelated, I'm pretty sure that's just how it is. It seems like whatever texture they used to blend the dark parts of the mun with the lighter parts is too low resolution. Anyway here's another example:
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KSP Version (Build ID): 10624168 OS: Windows 10 CPU: AMD Ryzen 5 3600 (12) @ 3.600GHz GPU: AMD Radeon RX 6800 XT Description of Bug: While performing a burn at a maneuver node, entering the map view resets the time remaining for that burn. This results in burns that are much to long, which results in an undesired trajectory for the spacecraft.
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KSP Version (Build ID): 10624168 OS: Windows 10 CPU: AMD Ryzen 5 3600 (12) @ 3.600GHz GPU: AMD Radeon RX 6800 XT Description of Bug: While performing a burn at a maneuver node, entering the map view resets the time remaining for that burn. This results in burns that are much to long, which results in an undesired trajectory for the spacecraft.
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KSP Version (Build ID): 10624168 OS: Windows 10 CPU: AMD Ryzen 5 3600 (12) @ 3.600GHz GPU: AMD Radeon RX 6800 XT Description of Bug: Regardless of what quality setting the clouds are set to, the clouds appear pixelated and low resolution (see attached screenshots and video). It is particularly noticeable around the edges of the vessel. It is much more prominent in motion than in still screenshots Video demonstrating the issue: https://drive.google.com/file/d/1mDH3pi3mFurnnXyTnnIbm7_IRfh_Ajsz/view?usp=sharing Steps to replicate: Turn on clouds, launch a vessel. They always just look like that.
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I'm having the same exact problem as ACSoft. I have the max active particles set to 10000, but for whatever reason, setting the number to something absurdly high doesn't fix it. It just causes a lot of lag, even though there doesn't seem to be any more particles. For the first few seconds after the SRBs start, the smoke actually looks pretty good, but it suddenly goes back to barely any smoke at all. I'm going to post a video soon demonstrating this issue.
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I might be missing something but almost every robotic part is way to weak. They are also really glitchy. Sometimes it won't even work at all, and sometimes it only works at some angles. The parts that are designed for robotic arms don't have enough power to lift them.
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For some reason, the explosions aren't working. It just is a normal sized explosion. The detonate button doesn't do anything either.